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30 Jul 2024 02:20:45 EDT (-0400)
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From: MichaelJF
Subject: Re: Mesh leg bones
Date: 12 Aug 2013 15:30:00
Message: <web.5209372f975c0a2fd9fa81c30@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> On 12/08/2013 7:47 PM, Stephen wrote:
> >
> > And remove the one from the line above.
>
> #local INT = difference {
> object {  Tibia }
> plane {y, Level*Slice  }
> plane {y, (Level+1)*Slice inverse}
> }
>
> --
> Regards
>      Stephen

Sorry Stephen,
but as ever I was to inaccurate. That was the thing I had in my mind...
Please forgive me,

Michael


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From: Stephen
Subject: Re: Mesh leg bones
Date: 12 Aug 2013 16:00:24
Message: <52093ed8$1@news.povray.org>
On 12/08/2013 8:27 PM, MichaelJF wrote:
> Please forgive me,

Nope! I won't :-P

Nothing to forgive. ;-)

-- 
Regards
     Stephen


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From: Alain
Subject: Re: Mesh leg bones
Date: 12 Aug 2013 17:08:30
Message: <52094ece$1@news.povray.org>

> On 12/08/2013 7:47 PM, Stephen wrote:
>>
>> And remove the one from the line above.
>
> #local INT = difference {
> object {  Tibia }
> plane {y, Level*Slice  }
> plane {y, (Level+1)*Slice inverse}
> }
>

If you want all your slices to have the same thickness, you should add 
the +1 after the multiplication.

plane {y, (Level*Slice)+1 inverse}

Otherwise, Slice=0 will be zero thickness, Slice=1 be 1 unit thick, 
Slice=2 be 2 units thick...


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From: Bald Eagle
Subject: Re: Mesh leg bones
Date: 12 Aug 2013 21:25:07
Message: <web.52098a22975c0a2f73fc9ebb0@news.povray.org>
> > plane {y, Level*Slice  }
> > plane {y, (Level+1)*Slice inverse}

> If you want all your slices to have the same thickness, you should add
> the +1 after the multiplication.
>
> plane {y, (Level*Slice)+1 inverse}
>
> Otherwise, Slice=0 will be zero thickness, Slice=1 be 1 unit thick,
> Slice=2 be 2 units thick...

The way I read an interpret my code is that I work from 0 to 100.
0 (Level) * Slice (thickness) = 0
(Level+1)= 0+1 = 1 * Slice = Slice thickness

Next is 1 and 2, 2 and 3, etc.
But then I've been known to have my brain convolute in upon itself like a
Gordian knot..

What you propose seems to me to actually produce the zero-thickness slices
you're warning about.  But I will try it.

What makes me think my code is ok, is that when I ran some "wrong" code that
DIDN'T use the plane intersection the way I thought, I got a nice blue and green
bone with the layers stacked in the y direction.  So clearly I was getting SOME
kind of actual thickness...  So much unraveling to do.


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From: Bald Eagle
Subject: Re: Mesh leg bones
Date: 12 Aug 2013 21:35:01
Message: <web.52098c53975c0a2f73fc9ebb0@news.povray.org>
Switching the placement of the inverse statement did the trick.
{whew!}
Thanks, sometimes these simple things really tie me up for far longer than they
ought to.

I need to develop a suite of "noobie tools" to help visualize these things
better.
Transparent spheres for blobs, transparent halves of planes, lines from light
locations to point at coordinates, etc.

Then I can turn on "hand-holding mode" while I create my scenes, and then turn
it off for the final render.

Oy.  What would I do without you guys?
Many thanks as always!


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From: clipka
Subject: Re: Mesh leg bones
Date: 13 Aug 2013 01:59:37
Message: <5209cb49$1@news.povray.org>
Am 13.08.2013 03:21, schrieb Bald Eagle:

> The way I read an interpret my code is that I work from 0 to 100.
> 0 (Level) * Slice (thickness) = 0
> (Level+1)= 0+1 = 1 * Slice = Slice thickness
>
> Next is 1 and 2, 2 and 3, etc.
> But then I've been known to have my brain convolute in upon itself like a
> Gordian knot..

 From what I see, Alain must have misinterpreted your code. With "Slice" 
being the slice thickness, you're doing it right.


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From: Thomas de Groot
Subject: Re: Mesh leg bones
Date: 13 Aug 2013 03:13:49
Message: <5209dcad$1@news.povray.org>
On 13-8-2013 3:30, Bald Eagle wrote:
> Thanks, sometimes these simple things really tie me up for far longer than they
> ought to.

Sounds familiar. Been there, done that ;-)

Thomas


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From: Jaime Vives Piqueres
Subject: Re: Mesh leg bones
Date: 13 Aug 2013 07:19:43
Message: <520a164f@news.povray.org>

> Been there, done that ;-)

   I'm considering building a new home there, as I expend more time 
there than here... :)

--
Jaime


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From: Bald Eagle
Subject: Re: Mesh leg bones
Date: 13 Aug 2013 13:20:01
Message: <web.520a6a2a975c0a2f73fc9ebb0@news.povray.org>
Yeah, between the missing curly braces, missing end statements, confusing x, y,
and z, bouncing between different world coordinate systems, and general noob
stoopid moves like wondering why I can't see my object with thickness zero...

POV-Ray therapy group, anyone?

Anyway - one step closer to the goal.


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Attachments:
Download 'bone_rotate.png' (16 KB)

Preview of image 'bone_rotate.png'
bone_rotate.png


 

From: Stephen
Subject: Re: Mesh leg bones
Date: 13 Aug 2013 14:20:20
Message: <520a78e4@news.povray.org>
On 13/08/2013 6:17 PM, Bald Eagle wrote:
> POV-Ray therapy group, anyone?

There is a waiting list. ;-)

-- 
Regards
     Stephen


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